Medium EffectsAnimated
Rippling 3×3 tiled rays with scanlines
A picture built in steps: ripple the space, then tile, then draw rays, then color it, then finish with scanlines. Every step is listed below with its exact numbers.
How this challenge works
You write a fragment shader that draws the picture above, live in your browser. A match bar shows how close you are, and the score combines accuracy, code size (the par is 392 characters in Unity (Built-in)) and GPU speed. Work in HLSL, GLSL, WGSL, Metal or Godot and export the result when you are done.
The numbers you need
- Space
p = (uv - 0.5) * float2(aspect, 1.0)- Step 1: Ripple the space
p.x += 0.1 * sin(p.y * 4.0 + time * 2.0)- Step 2: Tile
p = frac(p * 3.0 + 0.5) - 0.5 (repeat the picture 3 times across)- Step 3: Pattern
m = step(0.5, frac(atan2(p.y, p.x) / 6.2831853 * 6.0))- Step 4: Colors
lerp(float3(0.11, 0.16, 0.07), lerp(float3(0.46, 0.89, 0.34), float3(0.72, 0.46, 0.91), uv.y), m)- Step 5: Finish
col *= 0.8 + 0.2 * step(0.5, frac(uv.y * 60.0))
Solve it in your language
Unity (Built-in), Unity (URP), Unreal, Shadertoy / WebGL, OpenGL (LWJGL, raylib), three.js, GameMaker, LÖVE (Lua), Godot, Apple (iOS, macOS), WebGPU / Bevy.
Start coding